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I meant to share this image last week because it made me laugh. I had set all of the stats to 9999 because I was testing spacing/alignment in a status screen I had been working on. But I forgot to change it back. As a result, evasion was so high almost no attacks could connect... even if each entity was throwing out 60 of them per second because their agility was so high.
author=SnowOwl
Here's a great tutorial, if you're interested:
http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299
That was a great read. Thanks! I made a heart.

I won't be bothering the readers of this thread with my sprites from now on, don't worry :)
A lovely heart indeed :)
So figured I'd start posting early. Being what I'm working on and all that. An experimental combat system in Unity3d. I'm fairly fond of Xcom, but would love to mix it up with some of the stats found in more traditional RPGs. Possibly ending up with something that is semi turn-based.
current WIP. doesn't really show much.

So figured I'd start posting early. Being what I'm working on and all that. An experimental combat system in Unity3d. I'm fairly fond of Xcom, but would love to mix it up with some of the stats found in more traditional RPGs. Possibly ending up with something that is semi turn-based.
current WIP. doesn't really show much.

Currently working on my ice dungeon, so to speak. Not sure how many maps there will be or the exact layout of the dungeon, as this one is going to be pretty strict on how it's going to be designed. You see, throughout this dungeon, there are ice blocks. To get through these ice blocks, you must use an item that you get during a cutscene at the start of the dungeon (when you HAVE to go there. You won't get it any earlier). This item has X charges (X to be determined yet), and after so many charges, the player will need to refill it at a refill spot. The spot may be on the previous screen, there may be one in the same map. There's probably going to be just enough charges, give or take 1 or 2 extra charges, to get from one side to the other, or enough to get to another refill spot to continue on. However, there's also obviously going to be deadends and treasure to be found in the area. In addition to the ice blocks, there may be ice patches which forces the player to slide forward until they hit solid ground or a wall. There won't be any pits or anything of the sort here, it's not a Legend of Zelda game after all and a FF-styled game, and there's nothing to really put under the tundra area that I'd want to put so...
So yeah, that's what I'm trying to work on. And I'm not sure how to go about doing so! Anyone have any good suggestions on what to do with this place? It's one of the first actual legit puzzle dungeons in the game (excluding Eientei and any mazes...I guess it makes it a legit puzzle dungeon without any annoying mazes or multiple stuff in it?), and I'd like for it to be challenging (there are random encounters yes. Mostly fire and ice enemies...in a frozen tundra basically), but I don't want it to stretch on TOO long (the game's already pretty long as it is, but still got a lot more to do before it's fully done) and avoid it being TOO annoying...
So yeah, that's what I'm trying to work on. And I'm not sure how to go about doing so! Anyone have any good suggestions on what to do with this place? It's one of the first actual legit puzzle dungeons in the game (excluding Eientei and any mazes...I guess it makes it a legit puzzle dungeon without any annoying mazes or multiple stuff in it?), and I'd like for it to be challenging (there are random encounters yes. Mostly fire and ice enemies...in a frozen tundra basically), but I don't want it to stretch on TOO long (the game's already pretty long as it is, but still got a lot more to do before it's fully done) and avoid it being TOO annoying...
I just made a sprite.
Does it look good? Does it resemble a pokemon?
I'm making a pokemon-themed game in rm2k3. The map charsets are the biggest problem, There's pretty much no overworld pokemon sprites that could be just ripped and work well.
Does it look good? Does it resemble a pokemon?
I'm making a pokemon-themed game in rm2k3. The map charsets are the biggest problem, There's pretty much no overworld pokemon sprites that could be just ripped and work well.
@CharlieEnd It looks like Raticate. But I think your shading on his whiskers and tail is a bit off. Try lowering the saturation on those colours or something (I think).
Finished up a rather challenging 40-min long dungeon, mapped several new areas for Vol II of Enelysion and hit the 9 hour playtime mark ( which makes the game just 3 hours shy of its goal of 12 hours ). It's all ending too fast. ;_;



Looking lovely as usual! I think my only complaint is that in the bottom screenshot, you can see where the light coming in doesn't diffuse in a radius but just goes straight through. It should go around the corners of the entrance, too.
After weeks of toiling, we've finally got the first screenshot of our contest entry ready:
My one regret with this map is that I had to turn off displacement, which when enabled made the kitchen tiles pop a lot more. Unfortunately, displacement jacked the render time up from 38 hours to 60 and I just didn’t have that much time.
After weeks of toiling, we've finally got the first screenshot of our contest entry ready:

My one regret with this map is that I had to turn off displacement, which when enabled made the kitchen tiles pop a lot more. Unfortunately, displacement jacked the render time up from 38 hours to 60 and I just didn’t have that much time.
I have a really really dumb idea based on Game of Death.
It all hinges on one joke. But if offers a lot of opportunity to make interesting fights.
It all hinges on one joke. But if offers a lot of opportunity to make interesting fights.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If there's one thing my RM2K3 game taught me, it's that creating hours of gameplay just as a ridiculously overelaborate setup for one extremely bad pun is very well-received by players. I say go for it.
Sailerius: That is a lovely and very interesting style. Looking forward to trying the outcome.
I've continued work on my "tileset" editor which enables me to define tiles, and paint with them inside of unity3d. Its working fairly well. Although a bit difficult to tell what is going on, I'm sure.

I've continued work on my "tileset" editor which enables me to define tiles, and paint with them inside of unity3d. Its working fairly well. Although a bit difficult to tell what is going on, I'm sure.

Currently re-doing my main character's sprite sheet, due to her current sprite being too big for the tile-sets I'm using. That's about the only thing I can work on now, considering my computer is being fixed at the moment (I'm borrowing a friend's laptop).
So basically, a whole lot of nothing...
So basically, a whole lot of nothing...
working on my platformer. I am currently trying to add more-advanced enemies than slimes.
Goblins AI (done, my first more complex mob in the game)
Goblins AI (done, my first more complex mob in the game)
I'm having a bit of a conundrum with mapping right now. Since I recently finished several dungeons (Valley of Corpses, Valley of Corpses - Dimensional Rift, Frozen Fields, Frozen Fields - Dimensional Rift, Makai Battlefield, and Makai Caves), and since I'm having someone doing the Ruins of Vina for me, I decided to skip a few dungeons and go ahead and do the 3rd to last dungeon for beta5, since it's only 10 floors tall (not very big floors mind you) and needs revamped in its current maps...
However, I'm having trouble accurately displaying it like its canon self...

It doesn't seem like it'd be bad for a shrine, as it's meant to be, but when you compare it to this:

It is extremely lackluster and I'm not sure if this tileset is good enough to work with this. It works fine for the Hakurei Shrine, as well as the Moriya Shrine, but it doesn't work at all for the Myouren Temple, and I've NO idea what tileset would even work. I could use a bit of help on this particular map itself, that I can. The inside portion of the dungeon, I SHOULD be able to do (I've handled other dungeons fine on my own)...just THIS freaking map man. @_@;
EDIT - Take two on this...a bit closer, but still not sure??

However, I'm having trouble accurately displaying it like its canon self...

It doesn't seem like it'd be bad for a shrine, as it's meant to be, but when you compare it to this:
It is extremely lackluster and I'm not sure if this tileset is good enough to work with this. It works fine for the Hakurei Shrine, as well as the Moriya Shrine, but it doesn't work at all for the Myouren Temple, and I've NO idea what tileset would even work. I could use a bit of help on this particular map itself, that I can. The inside portion of the dungeon, I SHOULD be able to do (I've handled other dungeons fine on my own)...just THIS freaking map man. @_@;
EDIT - Take two on this...a bit closer, but still not sure??

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I'm approximately 100% positive you could select one of those flags in the drawing, shrink it down to about 12 pixels wide, and copy and paste it into the tileset.
Otherwise, the second one seems like a good start, yoy just need to finish it! And I'd say to change almost all of those stone pathway autotiles to dirt, except for a sidewalk leading between the stairs and the building.
Otherwise, the second one seems like a good start, yoy just need to finish it! And I'd say to change almost all of those stone pathway autotiles to dirt, except for a sidewalk leading between the stairs and the building.
Probably will. Also, I trimmed down the map. Compare!
Original map size: 70x55
New map size: 28x33
A loooooot of space removed that didn't need to be there. The entrance to the graveyard will be somewhere in the back of the temple I think on this map. Oh, and update real quick on that, since this should be the last one needed for this map before touching up on it myself (dunno if I'll go with the flag idea or not). I'm just hoping this isn't TOO similar to the Hakurei/Moriya Shrine maps...that's my only beef.
That's the last screenshot I'll show for this particular map. Any other for Myouren Temple will probably be for the inside, which I still need to get a different tileset for. It doesn't seem like this temple is going to have 10 floors either does it? But that's what it's supposed to be (upwards too, not downwards). @_@;;
It still looks a bit ugly, but trying to figure out what to do for the wall parts to simulate there being higher elevation, as this tileset doesn't have an easy way to handle elevation. >_>;
Original map size: 70x55
New map size: 28x33
A loooooot of space removed that didn't need to be there. The entrance to the graveyard will be somewhere in the back of the temple I think on this map. Oh, and update real quick on that, since this should be the last one needed for this map before touching up on it myself (dunno if I'll go with the flag idea or not). I'm just hoping this isn't TOO similar to the Hakurei/Moriya Shrine maps...that's my only beef.

That's the last screenshot I'll show for this particular map. Any other for Myouren Temple will probably be for the inside, which I still need to get a different tileset for. It doesn't seem like this temple is going to have 10 floors either does it? But that's what it's supposed to be (upwards too, not downwards). @_@;;
It still looks a bit ugly, but trying to figure out what to do for the wall parts to simulate there being higher elevation, as this tileset doesn't have an easy way to handle elevation. >_>;
i've decided this is going to be the last map for deling city i make while still working on Disc 1
i am so done with deling city
so, to answer the topics question: the last map for Deling City, which is the top of the Presidential Palace. With how much work's gone into this city, it'll definitely be back for Disc 2, maybe actually using the Carousel graphic NewBlack and myself worked on but haven't finished.
I'm literally at the stage where I'm blacking out chunks of map because they're filler I don't have graphics for and don't have time to make. They're meaningless to the overall game.
i am so done with deling city
so, to answer the topics question: the last map for Deling City, which is the top of the Presidential Palace. With how much work's gone into this city, it'll definitely be back for Disc 2, maybe actually using the Carousel graphic NewBlack and myself worked on but haven't finished.
I'm literally at the stage where I'm blacking out chunks of map because they're filler I don't have graphics for and don't have time to make. They're meaningless to the overall game.
author=yuna21
Finished up a rather challenging 40-min long dungeon, mapped several new areas for Vol II of Enelysion and hit the 9 hour playtime mark ( which makes the game just 3 hours shy of its goal of 12 hours ). It's all ending too fast. ;_;
;_; You're mapping is incredible as usual. Damn, I wish I was that good.
Although the Item "gondola/shop" in the cave perplexes me a little. XD
--
On my end, got back into my main project. Finished up the intro, lots of little side scenes, redecorated the first dungeon to look like a storage area for random stuff the Fiends are collecting...
And then I rebalanced EVERYTHING and added a few new skills. I'm a LOT more satisfied with the way it plays now. ^_^
The next dungeon looks like it's going to be a pain in the ass to make, though. ;_;. It's basically a forest that changes when the phase of the moon changes (and you change it by hitting switches hidden across the place).
I also need to show what I have to someone so they can tell me if what I have is as good as I think it is.
I'm making little Unity scripts to handle stuff like music and scene transitions, menus, that sorta thing. It's not terribly fun, but if I do it right this time then I should be able to use the same code for every project in the future and it'll save me a lot of time :)
Also figuring out what project I want to work on next!
Also figuring out what project I want to work on next!
























